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Posts tagged ‘matryoshka techniques’

Matryoshka - Totoro

In the Matryoshka Search Technique, I described a method for resolving search checks that keeps players actively engaged with the actions of their characters so that they feel ownership of what their characters discover. You may want to read that post before reading this one, but the short version is:

  • On a successful search check, instead of immediately discovering the point of interest, the character discovers an indicator pointing them in the direction of the target of the search.
  • This requires the player to draw a conclusion and then act on that conclusion.

For example, instead of saying, “You find a hidden switch on the frame of the painting that opens a secret door,” you would instead say, “You notice that the frame of the painting is quite dusty, except for one spot in the lower right corner.”

Because it is the player’s declared action (“I examine that corner of the painting” and then “I push on the raised portion of the heron engraving”) that result in the switch being discovered and the secret door being opened – rather than the dice roll – the player is empowered and it feels as if THEY were the one who found it. (Because it was.)

I refer to this as a matryoshka technique because it’s like a Russian nesting doll: Instead of showing the players the innermost doll, you instead hand them the full stack and let them open each one.

But it’s not the only matryoshka technique.

If you’re running a hexcrawl, for example, you can use a matryoshka technique even within a single hex.

For example, even if you’re using an extremely simplistic hexcrawl structure in which the PCs automatically encounter the keyed content of each hex when they enter the hex, you can – instead of having them just run directly into it – give them an indicator.

So instead of saying, “You see a goblin village,” you describe the goblin tracks they stumble across. Or describe a plume of smoke on the horizon.

Do they follow the tracks? And, if they do, are they successful?

Do they head towards the plume of smoke? Or avoid it?

Instead of stumbling directly onto an ancient pyramid, the PCs spot a patch of ancient road almost completely swallowed up by the jungle.

Are they able to figure out which direction the road originally ran? Do they divert to see where it went?

And, like any matryoshka technique, this doesn’t have to be just one level deep. It can be nested to several levels.

It can also be interesting if they get two different indicators at the same time. For example, they see a plume of smoke to the west, but the goblin tracks are heading north.

(With a robust structure for running wilderness exploration, multiple indicators like this can be spontaneously generated. For example, you might have both the keyed location in a hex they just entered and the random encounter you just rolled.)

The goal of the technique is to draw players more deeply into the game world and empower them to actually explore the game world (instead of letting the dice do it for them). Not just because it will make them feel cool (although it will), but because it positions them to make meaningful choices. And that’s exciting for everyone at the table, because the consequences of those choices will transform the campaign.

FURTHER READING
Matryoshka Hexes

Ninja Matryoshka Dolls

One of the things I talked about in The Art of the Key is the conceptual organization of material from the general to the specific: What the PCs immediately see. What they might see. What they can investigate. What they see when they investigate X. This organization, in turn, naturally mimics the way in which the game space is explored during actual play. (Which means that the basic conceptual structure is useful whether you’re keying a location or improvising on the fly.)

I’ve recently realized that there is a specific elaboration upon this general structure that (a) I’ve been using in play for several years without really consciously thinking about it, and which (b) has proven to be very effective. I’m now referring to it as a Matryoshka Search.

Let’s say that PCs are exploring the bedroom of a serial killer. There’s a hidden trap door in the floor leading down to the killer’s mystic butchering chamber. The basic way of handling this scenario looks like this:

Player: There’s gotta be more here. I search the room.
GM: Give me a Search check.
Player: (rolls dice) 25
GM: You find a secret trap door in the floor.

That obviously works just fine. But what I’ll frequently end up doing instead is something like this:

Player: There’s gotta be more here. I search the room.
GM: Give me a Search check.
Player: (rolls dice) 25
GM: There are scuff marks on the floor around the legs of the bed.
Player: As if the bed had been moved back and forth a lot?
GM: Yeah.
Player: I shove the bed to one side and take a look.
GM: You find a secret trap door in the floor.

Instead of immediately discovering the item of interest, the character instead discovers an indicator pointing in the direction of the item of interest. The advantage is that it allows (and even requires) the player to receive information and then draw a conclusion. It’s a subtle distinction, but the result increases the player’s engagement and reduces the feeling that the GM is just handing them whatever information he feels like. I call it the Matryoshka search technique because it turns the interaction into a nested doll: One investigation “opens” new information, which can then be opened by another investigation in turn.

We could also look at this through the lens of the Art of Rulings: The GM is setting an initial threshold for player expertise activating character expertise which is fairly low. (All the player needs to do is say that they want to make a Search check.) But once the character’s expertise has given some sort of result, the GM hits the pause button, turns the interaction back to the player, and basically raises the required threshold. (“Your original declaration has taken you this far, but now I need more information.”) This can make the technique a good way of compromising between players who prefer a very low threshold of player expertise and GMs who want their players to engage more directly with the game world. It’s a naturalistic way of asking, “How are you doing that?” while still moving the action forward.

The Matryoshka technique works even when the indicator really only points at one possible conclusion, as it does in the example above. (Although even in the case of the bed being frequently moved there’s still the question of WHY the bed is moving.) But it can be even more effective if there are multiple explanations possible, requiring additional inquiry and thought before firm conclusions can be reached. As a very simple example, the GM might say, “Taking a closer look at the floor, you can see through the dust and grime clear indications of square-shaped seams.” Is it a pit trap? Is it a pedestal that rises up? Do the seams release poison gas or a force cage projected from below? The player is going to have to figure it out.

This technique is particularly valuable if you’re running the GUMSHOE system: Because every skill use in GUMSHOE is guaranteed to succeed, it can be very easy for investigation actions in the system to feel like “laundry lists” with the player simply naming the skills they want to use and then the GM handing them dollops of information. Matryoshka nesting of information can prevent the automatic successes from becoming lifeless.

FURTHER READING
Matryoshka Hexes

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